Unseen Progress

Work on Captureball continues this week with some less flashy but necessary developments that will be part of greatly needed functionality for the game. The continued development of the AWS GameLift integration to be used for a dedicated server solution comes with many steps that are needed to bring such a service to any application.

The first part of this includes the creation of the Captureball Server Fleet instance which is now running our basic Captureball Server build that was looked at in last week’s devblog. This fleet will be connected to the AWS GameLift service through the compiled SDKs and the various functions that were created in C++ code for different server operations. Much of this week’s development was dedicated to the various services in AWS that will feed into the GameLift service and into the Captureball client itself.

These AWS backend services will be written with simple functions using AWS Lambda in order to use the different resources that AWS has available to use around GameLift and other applications.

Here are some beginning examples of Lambda functions that will be used in order to have the Capture ball server interface with the AWS services and resources we have set up in order to have full online backends.

Learning AWS Lambda has been a really interesting experience as it gives you many different options for a backend service like Django, C#, Java, and Go to name a few. For Captureball the backend service language will be JavaScript using Node.js as it seems to be the backend with the most rigorous examples of how to integrate AWS systems with an Unreal-based project. Sometimes just finding enough documentation for the job allows for an easier choice in technology.

The AWS Lambda functions will be able to connect the Captureball server and client builds with AWS Cognito. Cognito is another AWS technology that allows for the facilitation of user accounts and logging into the server as a user. For now, Captureball accounts will be very basic and not require much in the way of sign up and sign in as we are in a stage of development that does not require all the extra authorization the AWS Cognito has at it’s disposal.

For now, a very simple login system will be implemented into the Captureball user client in order to have players with unique names and accounts. There is more hooking up of AWS services to go, but after the initial development of this sever system multiplayer should be ready for testing very soon! – Darrell Wulff

Bug Fixes

We also spent this past week fixing up various glitches we have put off until now such as the player knockback, or more accurately the lack thereof when the player was hit or thrown.

A few more minor things were tweaked such as the ghost’s movement to be not only correct on-stage but also correct when off-stage which previously broke in more ways than one.

Lastly, we added a spawner system for the balls to have balls appear throughout the match as well as a recycling system for them to save on space when the balls are no longer in use.

All in all, this week was mostly about cleaning up already implemented features to work as initially intended. – Jack Koscheka

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